Follow TV Tropes

Following

History YMMV / VictoriaAnEmpireUnderTheSun

Go To

OR

Is there an issue? Send a MessageReason:
None


* WinBackTheCrowd: Patch 1.5 in general, and especially the 1.5.10 fix to it, is seen as this for ''Victoria III''. With the ironing out of bugs and the introduction of local prices, reverse sways and reducing autonomy[[note]]which makes protectorates useful by changing them to dominions[[/note]] and reworking the [[BrokenBase base-breaking]] military system, general consensus is that this is the patch which the game should have launched with. And around the time 1.5 was delivered, foreign investments were announced to get a return from ''II'', addressing another common complaint.

to:

* WinBackTheCrowd: Patch 1.5 in general, and especially the 1.5.10 fix to it, is seen as this for ''Victoria III''. With the ironing out of bugs and the introduction of local prices, reverse sways and reducing autonomy[[note]]which makes protectorates useful by changing them to dominions[[/note]] and reworking the [[BrokenBase base-breaking]] military system, general consensus is that this is the patch which the game should have launched with. And around the time 1.5 was delivered, foreign investments were announced to get a return from ''II'', ''II'' (in patch 1.7, scheduled for May 2024), addressing another common complaint.
Is there an issue? Send a MessageReason:
None


* CheeseStrategy: While not an outright GameBreaker, in ''III'' Agrarianism (both the tech and the economic reform) has two modes: roleplaying a specific political mindset as everyone on the planet... or an all-powerful tool for reforming China and building its economy. Since China starts with an absolutely enormous population, and almost all of it are peasants, this causes Aristocrats to get a cut of profits from farms that aren't actually built... and Agrarianism increases Aristocrats' contribution to the investment pool. And since this is a law that both Rural Folk and Land Owners support, it allows to easily and freely drop the highly restrictive Traditionalism, which in turn allows to switch various other laws, especially the taxation. Passing Agrarianism makes both interest groups happy, with both offering their bonuses ''and'' option to pass laws they ''don't'' like without a revolution. On top of that (and what makes it really cheesy), while the related economic law restricts the investment pool to be used only for agriculture-related structures, ''the reserve built this way is "inheritable" when the law is changed''. So a decade or so under Agrarianism allows China to build up its agricultural output (and further increase profits by increasing the amount of actual farms, the number of farmers and normally useless Aristocrats) and save a pretty penny to then be just used when switching to much more useful Interventionism. The only thing preventing all of this from being a GameBreaker on top of the benefits is the abysmal opening situation of China, so going for Agrarianism lessens the EarlyGameHell, rather than win the game.

to:

* CheeseStrategy: While not an outright GameBreaker, in ''III'' Agrarianism (both the tech and the economic reform) has two modes: roleplaying a specific political mindset as everyone on the planet... or an all-powerful tool for reforming China and building its economy. Since China starts with an absolutely enormous population, and almost all of it are peasants, this causes Aristocrats to get a cut of profits from farms that aren't actually built... and Agrarianism increases Aristocrats' contribution to the investment pool. And since this is a law that both Rural Folk and Land Owners Landowners support, it allows to easily and freely drop the highly restrictive Traditionalism, which in turn allows to switch various other laws, especially the taxation. Passing Agrarianism makes both interest groups happy, with both offering their bonuses ''and'' option to pass laws they ''don't'' like without a revolution. On top of that (and what makes it really cheesy), while the related economic law restricts the investment pool to be used only for agriculture-related structures, ''the reserve built this way is "inheritable" when the law is changed''. So a decade or so under Agrarianism allows China to build up its agricultural output (and further increase profits by increasing the amount of actual farms, the number of farmers and normally useless Aristocrats) and save a pretty penny to then be just used when switching to much more useful Interventionism. The only thing preventing all of this from being a GameBreaker on top of the benefits is the abysmal opening situation of China, so going for Agrarianism lessens the EarlyGameHell, rather than win the game.



* TheScrappy: The Land Owner interest group in 3. They start out very powerful in many major countries such as Russia and Japan and they tend to be in favor of very inconvenient and conservative laws and tend to resist attempts to liberalize or enact laws that help develop the economy in a meaningful way, leading them to be very hated among the playerbase and most players will spend much of the earlygame trying to reduce the clout of the landowners so they can properly develop their country. While it is possible to curtail their influence, it takes a ''lot'' of effort and time, while it might easily spiral into either an unpredictable revolution or, much worse, sending your country down some ''other'' undesirable path.
** ReplacementScrappy: To make matters worse, the usual outcome of trying to curtail powerful Land Owners is elevating Rural Folk, who are nearly just as bad, and while they won't mind ''slightly'' more liberal laws, they can easily turn into an EvilLuddite force that will make building industrial buildings either extra hard or outright impossible, locking your country in a cycle of agrarian economy that changes hands between Land Owners and Rural Folks. And if you have political parties allowed, both groups can form an ultra-conservative agrarian party, which will ''keep electing itself'' to power or requiring to bow to their whims due to their share in the popular support, essentially locking the player in a vicious cycle.

to:

* TheScrappy: The Land Owner Landowners interest group in 3. They start out very powerful in many major countries such as Russia and Japan and they tend to be in favor of very inconvenient and conservative laws and tend to resist attempts to liberalize or enact laws that help develop the economy in a meaningful way, leading them to be very hated among the playerbase player base and most players will spend much of the earlygame early game trying to reduce the clout of the landowners so they can properly develop their country. While it is possible to curtail their influence, it takes a ''lot'' of effort and time, while it might easily spiral into either an unpredictable revolution or, much worse, sending your country down some ''other'' undesirable path.
** ReplacementScrappy: To make matters worse, the usual outcome of trying to curtail powerful Land Owners Landowners is elevating Rural Folk, who are nearly just as bad, and while they won't mind ''slightly'' more liberal laws, they can easily turn into an EvilLuddite force that will make building industrial buildings either extra hard or outright impossible, locking your country in a cycle of agrarian economy that changes hands between Land Owners Landowners and Rural Folks. And if you have political parties allowed, both groups can form an ultra-conservative agrarian party, which will ''keep electing itself'' to power or requiring to bow to their whims due to their share in the popular support, essentially locking the player in a vicious cycle.
Is there an issue? Send a MessageReason:
None


* CheeseStrategy: While not an outright GameBreaker, in ''III'' Agrarianism (both the tech and the economic reform) has two modes: roleplaying a specific political mindset as everyone on the planet... or an all-powerful tool for reforming China and building its economy. Since China starts with an absolutely enormous population, and almost all of it are peasants, this causes Aristocrats to get a cut of profits from farms that aren't actually built... and Agrarianism increases Aristocrats' contribution to the investment pool. And since this is a law that both Rural Folk and Land Owners support, it allows to easily and freely drop the highly restrictive Traditionalism, which in turn allows to switch various other laws, especially the taxation. Passing Agrarianism makes both interest groups happy, with both offers their bonuses ''and'' option to pass laws they ''don't'' like without a revolution. On top of that (and what makes it really cheesy), while the related economic law restricts the investment pool to be used only for agriculture-related structures, ''the reserve built this way is "inheritable" when the law is changed''. So a decade or so under Agrarianism allows China to build up its agricultural output (and further increase profits by increasing the amount of actual farms, the number of farmers and normally useless Aristocrats) and save a pretty penny to then be just used when switching to much more useful Interventionism. The only thing preventing all of this from being a GameBreaker on top of the benefits is the abysmal opening situation of China, so going for Agrarianism lessens the EarlyGameHell, rather than win the game.

to:

* CheeseStrategy: While not an outright GameBreaker, in ''III'' Agrarianism (both the tech and the economic reform) has two modes: roleplaying a specific political mindset as everyone on the planet... or an all-powerful tool for reforming China and building its economy. Since China starts with an absolutely enormous population, and almost all of it are peasants, this causes Aristocrats to get a cut of profits from farms that aren't actually built... and Agrarianism increases Aristocrats' contribution to the investment pool. And since this is a law that both Rural Folk and Land Owners support, it allows to easily and freely drop the highly restrictive Traditionalism, which in turn allows to switch various other laws, especially the taxation. Passing Agrarianism makes both interest groups happy, with both offers offering their bonuses ''and'' option to pass laws they ''don't'' like without a revolution. On top of that (and what makes it really cheesy), while the related economic law restricts the investment pool to be used only for agriculture-related structures, ''the reserve built this way is "inheritable" when the law is changed''. So a decade or so under Agrarianism allows China to build up its agricultural output (and further increase profits by increasing the amount of actual farms, the number of farmers and normally useless Aristocrats) and save a pretty penny to then be just used when switching to much more useful Interventionism. The only thing preventing all of this from being a GameBreaker on top of the benefits is the abysmal opening situation of China, so going for Agrarianism lessens the EarlyGameHell, rather than win the game.
Is there an issue? Send a MessageReason:
None


* CheeseStrategy: While not an outright GameBreaker, in ''III'' Agrarianism (both the tech and the economic reform) has two modes: roleplaying a specific political mindset as everyone on the planet... or an all-powerful tool for reforming China and building its economy. Since China starts with an absolutely enormous population, and almost all of it are peasants, this causes Aristocrats to get a cut of profits from farms that aren't actually built... and Agrarianism increases Aristocrats' contribution to the investment pool. And since this is a law that both Rural Folk and Land Owners support, it allows to easily and freely drop the highly restrictive Traditionalism, which in turn allows to switch various other laws, especially the taxation. Passing Agrarianism makes both interest groups happy, which both offers their bonuses ''and'' option to pass laws they ''don't'' like without a revolution. On top of that (and what makes it really cheesy), while the related economic law restricts the investment pool to be used only for agriculture-related structures, ''the reserve built this way is "inheritable" when the law is changed''. So a decade or so under Agrarianism allows China to build up its agricultural output (and further increase profits by increasing the amount of actual farms, the number of farmers and normally useless Aristocrats) and save a pretty penny to then be just used when switching to much more useful Interventionism. The only thing preventing all of this from being a GameBreaker on top of the benefits is the abysmal opening situation of China, so going for Agrarianism lessens the EarlyGameHell, rather than win the game.

to:

* CheeseStrategy: While not an outright GameBreaker, in ''III'' Agrarianism (both the tech and the economic reform) has two modes: roleplaying a specific political mindset as everyone on the planet... or an all-powerful tool for reforming China and building its economy. Since China starts with an absolutely enormous population, and almost all of it are peasants, this causes Aristocrats to get a cut of profits from farms that aren't actually built... and Agrarianism increases Aristocrats' contribution to the investment pool. And since this is a law that both Rural Folk and Land Owners support, it allows to easily and freely drop the highly restrictive Traditionalism, which in turn allows to switch various other laws, especially the taxation. Passing Agrarianism makes both interest groups happy, which with both offers their bonuses ''and'' option to pass laws they ''don't'' like without a revolution. On top of that (and what makes it really cheesy), while the related economic law restricts the investment pool to be used only for agriculture-related structures, ''the reserve built this way is "inheritable" when the law is changed''. So a decade or so under Agrarianism allows China to build up its agricultural output (and further increase profits by increasing the amount of actual farms, the number of farmers and normally useless Aristocrats) and save a pretty penny to then be just used when switching to much more useful Interventionism. The only thing preventing all of this from being a GameBreaker on top of the benefits is the abysmal opening situation of China, so going for Agrarianism lessens the EarlyGameHell, rather than win the game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CheeseStrategy: While not an outright GameBreaker, in ''III'' Agrarianism (both the tech and the economic reform) has two modes: roleplaying a specific political mindset as everyone on the planet... or an all-powerful tool for reforming China and building its economy. Since China starts with an absolutely enormous population, and almost all of it are peasants, this causes Aristocrats to get a cut of profits from farms that aren't actually built... and Agrarianism increases Aristocrats' contribution to the investment pool. And since this is a law that both Rural Folk and Land Owners support, it allows to easily and freely drop the highly restrictive Traditionalism, which in turn allows to switch various other laws, especially the taxation. Passing Agrarianism makes both interest groups happy, which both offers their bonuses ''and'' option to pass laws they ''don't'' like without a revolution. On top of that (and what makes it really cheesy), while the related economic law restricts the investment pool to be used only for agriculture-related structures, ''the reserve built this way is "inheritable" when the law is changed''. So a decade or so under Agrarianism allows China to build up its agricultural output (and further increase profits by increasing the amount of actual farms, the number of farmers and normally useless Aristocrats) and save a pretty penny to then be just used when switching to much more useful Interventionism. The only thing preventing all of this from being a GameBreaker on top of the benefits is the abysmal opening situation of China, so going for Agrarianism lessens the EarlyGameHell, rather than win the game.

Added: 3050

Changed: 1943

Is there an issue? Send a MessageReason:
None


* AnnoyingVideoGameHelper: Capitalist [=POPs=] under State Capitalism are pretty much useless since the player has enough control of the system to build what's needed, where it's needed, and when it's needed. Doesn't prevent the AI from constantly "helping" by setting up useless factories now and then, usually in the worst spot imaginable. Factories that player doesn't really need and yet still get priority on the market for resources, slowing down the construction of things ''you'' ordered to be built. And all of that is constantly cluttering the UI. By late game, Planned Economy is often the desired economy policy. Not due to being superior in any way, but because capitalists aren't allowed to build anything under it and thus players don't have to stop the construction of 20 different factories each week. And if you are running either Interventionism or (God forbid) Laissez-faire early on, you can expect capitalists building the most useless factories in the most inconvenient spots all the time and you can't do ''anything'' about it - including closing down and destroying those factories until they outright go bankrupt, angering workers inside and making them leave your country for greener pastures. Even if you put a national focus on a specific state, it doesn't guarantee a factory is going to be built there, along with being of a specific group (market demand takes priority over the focus), not to mention making exact goods that you need. And even if players put up with all of this and find creative ways to keep capitalists occupied, the basic problem of stimulating immigration by industrialization is impossible with capitalists around under the more liberal economic policies. Capitalists will just keep expanding factories each time they reach 70% of employment, which means craftsmen and clerks will stay in that state, rather than pack their things and leave to a different one, where a barely staffed factory is offering employment.

to:

* AnnoyingVideoGameHelper: AnnoyingVideoGameHelper:
** In ''II'' (and to a much lesser extent in ''Revolutions'' expansion to the original game)
Capitalist [=POPs=] under State Capitalism are pretty much useless since the player has enough control of the system to build what's needed, where it's needed, and when it's needed. Doesn't prevent the AI from constantly "helping" by setting up useless factories now and then, usually in the worst spot imaginable. Factories that player doesn't really need and yet still get priority on the market for resources, slowing down the construction of things ''you'' ordered to be built. And all of that is constantly cluttering the UI. By late game, Planned Economy is often the desired economy policy. Not due to being superior in any way, but because capitalists aren't allowed to build anything under it and thus players don't have to stop the construction of 20 different factories each week. And if you are running either Interventionism or (God forbid) Laissez-faire early on, you can expect capitalists building the most useless factories in the most inconvenient spots all the time and you can't do ''anything'' about it - including closing down and destroying those factories until they outright go bankrupt, angering workers inside and making them leave your country for greener pastures. Even if you put a national focus on a specific state, it doesn't guarantee a factory is going to be built there, along with being of a specific group (market demand takes priority over the focus), not to mention making exact goods that you need. And even if players put up with all of this and find creative ways to keep capitalists occupied, the basic problem of stimulating immigration by industrialization is impossible with capitalists around under the more liberal economic policies. Capitalists will just keep expanding factories each time they reach 70% of employment, which means craftsmen and clerks will stay in that state, rather than pack their things and leave to a different one, where a barely staffed factory is offering employment.employment.
** In ''III'', there are two rules when it comes to autonomous construction: either pops build on their own, where they live, what local bankrollers consider useful... or the people within the investment pool simply bankroll what players are currently building, as long as the existing economy laws allow them to bankroll things in the first place. The direct investment pool is an ObviousRulePatch when compared with the issues from ''II'', but if one sticks to the (default) autonomous investments, all the issues of the original problem rear their ugly heads, since pops focus first and foremost on things that are expensive, rather than making sure the stuff your country is making cheap stays like that, and the AI in general over-focuses on raw resources vs. industrial buildings. Notably, when selecting the rules of the game, ''both'' options for investment pool are allowed without disabling achievements and Iron Man mode, so the issue is far less severe and even not obligatory when compared with ''II''.

Added: 734

Changed: 232

Is there an issue? Send a MessageReason:
None


* TheScrappy: The Land Owner interest group in 3. They start out very powerful in many major countries such as Russia and Japan and they tend to be in favor of very inconvenient and conservative laws and tend to resist attempts to liberalize or enact laws that help develop the economy in a meaningful way, leading them to be very hated among the playerbase and most players will spend much of the earlygame trying to reduce the clout of the landowners so they can properly develop their country.

to:

* TheScrappy: The Land Owner interest group in 3. They start out very powerful in many major countries such as Russia and Japan and they tend to be in favor of very inconvenient and conservative laws and tend to resist attempts to liberalize or enact laws that help develop the economy in a meaningful way, leading them to be very hated among the playerbase and most players will spend much of the earlygame trying to reduce the clout of the landowners so they can properly develop their country. While it is possible to curtail their influence, it takes a ''lot'' of effort and time, while it might easily spiral into either an unpredictable revolution or, much worse, sending your country down some ''other'' undesirable path.
** ReplacementScrappy: To make matters worse, the usual outcome of trying to curtail powerful Land Owners is elevating Rural Folk, who are nearly just as bad, and while they won't mind ''slightly'' more liberal laws, they can easily turn into an EvilLuddite force that will make building industrial buildings either extra hard or outright impossible, locking your country in a cycle of agrarian economy that changes hands between Land Owners and Rural Folks. And if you have political parties allowed, both groups can form an ultra-conservative agrarian party, which will ''keep electing itself'' to power or requiring to bow to their whims due to their share in the popular support, essentially locking the player in a vicious cycle.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheScrappy: The Land Owner interest group in 3. They start out very powerful in many major countries such as Russia and Japan and they tend to be in favor of very inconvenient and conservative laws and tend to resist attempts to liberalize or enact laws that help develop the economy in a meaningful way, leading them to be very hated among the playerbase and most players will spend much of the earlygame trying to reduce the clout of the landowners so they can properly develop their country.
Is there an issue? Send a MessageReason:
Misplaced, moving to the correct tab

Added DiffLines:

* ObviousBeta: As traditional for earlier Paradox games, the first two games were extremely buggy on release with subpar AI. (The third was ''less'' buggy, but had its own AI and balance issues.) One of the most egregious parts was the impossible to pacify political radicals who often stage massive rebellions when it made no sense for them to; AI democracies would often be overrun by Jacobin rebels demanding a democracy, for instance. Some developer oversights still persist, particularly involving colonization and empty territory. An uncolonized province in Canada oftentimes leads to the United States colonizing Alberta, and the way that cores on uncolonized territory works means that there will often be uncolonized 'holes' near Liberia and Ethiopia. A broken decision intended to form Yugoslavia from Croatia, Bosnia, and Serbia causes one country to turn into Yugoslavia [[EpicFail without annexing any territory.]]
Is there an issue? Send a MessageReason:
Misplaced, moving to the correct tab

Added DiffLines:

* IKnewIt: Martin "Wiz" Anward leaving his very successful and well-regarded tenure as lead developer for ''VideoGame/{{Stellaris}}'' for a top-secret "dream project" was very widely suspected to be a ''Victoria'' sequel, both because such a game was long overdue and because, during his tenure, the economic and planetary management system for ''Stellaris'' (which originally resembled that of ''VideoGame/GalacticCivilizations'') was conspicuously reworked to much more closely resemble ''Victoria''. Of course these suspicions were vindicated in May 2021.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The points in Brazil's "Magnanimous Monarch" journal entry in Victoria 3's ''Colossus of the South'' DLC are sometimes called "Pedro points" by the players.
Is there an issue? Send a MessageReason:
None


** Reverse of above happens in early versions of ''Victoria 3''. Troops by all means just teleport to their assigned front, which can reach such silly situations like Prussia simply landing 150+ regiments in a land-locked country somewhere in Central Asia, despite having no physical access to the place. Any sort of defence is based entirely on having a bigger army than the would-be invader, since even a technological edge can't provide sufficient defense. This was later changed as armies with generals assigned to defend a front will have increased defence, while military access was made more difficult as only the main attacker's and defender's territories and direct vassals/puppets grant military access [[note]]Patch 1.5x removed the ability to create vassals/puppets directly. Instead, the opposing country has to be made a protectorate first, then have their autonomy reduced twice to become a vassal/puppet.[[/note]].

to:

** Reverse of above happens in early versions of ''Victoria 3''. Troops by all means just teleport to their assigned front, which can reach such silly situations like Prussia simply landing 150+ regiments in a land-locked country somewhere in Central Asia, despite having no physical access to the place. Any sort of defence is based entirely on having a bigger army than the would-be invader, since even a technological edge can't provide sufficient defense. This was later changed as armies with generals assigned to defend a front will have increased defence, while military access was made more difficult as only the main attacker's and defender's territories and direct vassals/puppets dominions/vassals/puppets grant military access [[note]]Patch 1.5x removed the ability to create vassals/puppets directly. Instead, the opposing country has to be made a protectorate first, then have their autonomy reduced once to become a dominion, and twice to become a vassal/puppet.[[/note]].
Is there an issue? Send a MessageReason:
None


* WinBackTheCrowd: Patch 1.5 in general, and especially the 1.5.10 fix to it, is seen as this for ''Victoria III''. With the ironing out of bugs and the introduction of local prices, reverse sways and reducing autonomy[[note]]which makes protectorates useful by changing them to dominions[[/note]] and reworking the [[BrokenBase base-breaking]] military system, general consensus is that this is the patch which the game should have launched with. And around the time 1.5 was delivered, foreign investments were announced to get a return from ''II'', addressing another common complain.

to:

* WinBackTheCrowd: Patch 1.5 in general, and especially the 1.5.10 fix to it, is seen as this for ''Victoria III''. With the ironing out of bugs and the introduction of local prices, reverse sways and reducing autonomy[[note]]which makes protectorates useful by changing them to dominions[[/note]] and reworking the [[BrokenBase base-breaking]] military system, general consensus is that this is the patch which the game should have launched with. And around the time 1.5 was delivered, foreign investments were announced to get a return from ''II'', addressing another common complain.complaint.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** To prevent players from nilly-willy changing their laws other than a steep up-front cost and upkeep, ''II'' introduced Upper House support, with each political ideology having their own set of laws and policies they support (or completely block). In practical terms, that means you might be perpetually stuck with starting laws, and all the useful social reforms are completely locked behind either having your entire population be extremely militant or, at the very least, having socialists take ''half'' of the Upper House - including stuff like the absolutely crucial education reform, without which your country will struggle both economically and technologically. The system is deeply disliked and often cited as one of the most obtuse parts of the game, often leading to highly ahistorical situations (e.g. Prussia can't pass its famous mandatory education system, because the conservative government in power doesn't support education laws).
Is there an issue? Send a MessageReason:
None


** The game also begins to suffer serious slowdown on most [=PCs=], thanks to the absurd numbers of pops it has to keep track of, which doesn't help. In ''3'', due to the way how [=POPs=] informations are stored[[note]]Along with the fact how assimilation mechanics work, leaving behind an enormous amount of a ''single person'' [=POPs=] that are simply impossible to assimilate (assimilation is always "half of current size", meaning 1 can't be assimilated), bloating the data for storage into absurdity[[/note]], the game flat-out ''refuses'' to work after 1890 or so due to inability to process the data. Thankfully, the situation has improved with subsequent patches.

to:

** The game also begins to suffer serious slowdown on most [=PCs=], thanks to the absurd numbers of pops it has to keep track of, which doesn't help. In ''3'', due to the way how [=POPs=] informations are stored[[note]]Along with stored[[note]]This was eventually partially fixed, as one of the fact how assimilation mechanics work, leaving behind an enormous amount of a ''single person'' [=POPs=] that are simply impossible game rules allows to assimilate (assimilation is always "half of current size", meaning 1 can't be assimilated), bloating very small pops, solving the data for storage into absurdity[[/note]], previous issue of keeping track of literal millions of pops that were below 20 people each[[/note]], the game flat-out ''refuses'' to work after 1890 or so due to inability to process the data. Thankfully, the situation has improved with subsequent patches.patches, but the game still chugs disproportional amount of processing power by late game.



** The entire economic model of ''Victoria 3'' is that of a command economy - player has to manage '''everything''' manually and directly. That despite the default economic model being ''called'' laissez faire and that the command economy itself is a late-game technology. Your capitalists won't build anything on their own, being the opposite end of the issue ''Victoria 2'' had with constant construction going on. In many ways, the game ended up being more obtuse and micro-heavy than the ancient at this point OG ''Victoria'', especially since the system goes as far as asking the player how ''each and every building operates and what sort of production model applies to it''[[note]]While there is a command to give to all buildings, this actually makes things ''harder'' to manage, as it might be beneficial for certain buildings to have different production models going[[/note]]. This was partially resolved when autonomous investments were added to the game.

to:

** The entire economic model of ''Victoria 3'' is in the release state was that of a command economy - player has to manage '''everything''' manually and directly. That despite the default economic model being ''called'' laissez faire and that the command economy itself is a late-game technology. Your capitalists won't wouldn't build anything on their own, being the opposite end of the issue ''Victoria 2'' had with constant construction going on. In many ways, the game ended up being more obtuse and micro-heavy than the ancient at this point OG ''Victoria'', especially since the system goes as far as asking the player how ''each and every building operates and what sort of production model applies to it''[[note]]While there is a command to give to all buildings, this actually makes things ''harder'' to manage, as it might be beneficial for certain buildings to have different production models going[[/note]]. This was partially resolved when autonomous investments were added to the game.game and further fine-tuned with later patches, but the obtuse micro-management system of every single production building remains.
Is there an issue? Send a MessageReason:
None


* WinBackTheCrowd: Patch 1.510 is seen as this for ''Victoria III''. With the ironing out of bugs and the introduction of local prices, reverse sways and reducing autonomy[[note]]which makes protectorates useful by changing them to dominions[[/note]], general consensus is that this is the patch which the game should have launched with.

to:

* WinBackTheCrowd: Patch 1.510 5 in general, and especially the 1.5.10 fix to it, is seen as this for ''Victoria III''. With the ironing out of bugs and the introduction of local prices, reverse sways and reducing autonomy[[note]]which makes protectorates useful by changing them to dominions[[/note]], dominions[[/note]] and reworking the [[BrokenBase base-breaking]] military system, general consensus is that this is the patch which the game should have launched with. And around the time 1.5 was delivered, foreign investments were announced to get a return from ''II'', addressing another common complain.
Is there an issue? Send a MessageReason:
None


* WinBackTheCrowd: Patch 1.510 is seen as this for ''Victoria III''. With the ironing out of bugs and the introduction of local prices and reverse sways, general consensus is that this is the patch which the game should have launched with.

to:

* WinBackTheCrowd: Patch 1.510 is seen as this for ''Victoria III''. With the ironing out of bugs and the introduction of local prices and prices, reverse sways, sways and reducing autonomy[[note]]which makes protectorates useful by changing them to dominions[[/note]], general consensus is that this is the patch which the game should have launched with.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*WinBackTheCrowd: Patch 1.510 is seen as this for ''Victoria III''. With the ironing out of bugs and the introduction of local prices and reverse sways, general consensus is that this is the patch which the game should have launched with.
Is there an issue? Send a MessageReason:
None


** Reverse of above happens in ''Victoria 3''. Troops by all means just teleport to their assigned front, which can reach such silly situations like Prussia simply landing 150+ regiments in a land-locked country somewhere in Central Asia, despite having no physical access to the place. Any sort of defence is based entirely on having a bigger army than the would-be invader, since even a technological edge can't provide sufficient defense.

to:

** Reverse of above happens in early versions of ''Victoria 3''. Troops by all means just teleport to their assigned front, which can reach such silly situations like Prussia simply landing 150+ regiments in a land-locked country somewhere in Central Asia, despite having no physical access to the place. Any sort of defence is based entirely on having a bigger army than the would-be invader, since even a technological edge can't provide sufficient defense. This was later changed as armies with generals assigned to defend a front will have increased defence, while military access was made more difficult as only the main attacker's and defender's territories and direct vassals/puppets grant military access [[note]]Patch 1.5x removed the ability to create vassals/puppets directly. Instead, the opposing country has to be made a protectorate first, then have their autonomy reduced twice to become a vassal/puppet.[[/note]].
Is there an issue? Send a MessageReason:
None


** In ''III'', nations which start with Personal Unions almost always find ways to worsen relations with the junior partner and then try to bring said junior partner into the fold as a puppet. This is particularly more urgent for Great Britain, due to the union ending soon after the game starts and Hanover being involved in the German unification project. With two wars [[note]]one likely wrinkle is that Britain's rival France will jump in to support Hanover[[/note]], Hanover can become part of Great Britain proper, denying the formation of the North German Federation for Prussia and the formation of Germany for the German powers.
** Also in ''III'', there is exactly the same path each and every single nation has to take, no matter what: expand your construction sector to at least 30 points, and start building at the same time universities and additional construction buildings. Then, as the construction pool keeps increasing, keep adding additional universities, all in the same state, while increasing construction sector with surplus points. If by 1837 your country doesn't have at least lvl 11 university built[[note]]And if your literacy is anywhere above 15%, then the universities should be expanded even more, up to lvl 21, still stacked in a single state[[/note]], you completely and utterly harmed your nation's long-term growth - that even if you have to import wood and[=/=]or paper, lacking native production of either. Since universities directly contribute to the speed of research, and technologies can't be traded with other nations nor gained by any other means than researching them on your own[[note]]The spread of technologies already researched by other countries is also based on your innovation, thus making universities a necessity even if you rely on others to do the actual research[[/note]], the later you reach the literacy-based innovation cap of your country, the longer it will take to research new technologies. And if your country is backward enough to lack Academia technology, it's your first and foremost research goal. Everyone else has to focus on getting to Dialectics, an early game tech that increases efficiency of universities by 50%. This is all in stark contrast with the previous two games, where research was more automated and soft-locked behind a few technology gates that were accessible much later (not to mention the original ''Victoria'' allowed to simply trade technologies).

to:

** In ''III'', before patch 1.57, nations which start with Personal Unions almost always find ways to worsen relations with the junior partner and then try to bring said junior partner into the fold as a puppet. This is particularly more urgent for Great Britain, due to the union ending soon after the game starts and Hanover being involved in the German unification project. With two wars [[note]]one likely wrinkle is that Britain's rival France will jump in to support Hanover[[/note]], Hanover can become part of Great Britain proper, denying the formation of the North German Federation for Prussia and the formation of Germany for the German powers.
powers. With patch 1.57, the task is made even easier with ''Reduce Autonomy'', as the junior partner almost always accepts the demand without a war.
** Also in ''III'', there is exactly the same path each and every single nation has to take, no matter what: expand your construction sector to at least 30 points, and start building at the same time universities and additional construction buildings. Then, as the construction pool keeps increasing, keep adding additional universities, all in the same state, while increasing construction sector with surplus points. If by 1837 your country doesn't have at least lvl level 11 university built[[note]]And if your literacy is anywhere above 15%, then the universities should be expanded even more, up to lvl level 21, still stacked in a single state[[/note]], you completely and utterly harmed your nation's long-term growth - that even if you have to import wood and[=/=]or paper, lacking native production of either. Since universities directly contribute to the speed of research, and technologies can't be traded with other nations nor gained by any other means than researching them on your own[[note]]The spread of technologies already researched by other countries is also based on your innovation, thus making universities a necessity even if you rely on others to do the actual research[[/note]], the later you reach the literacy-based innovation cap of your country, the longer it will take to research new technologies. And if your country is backward enough to lack Academia technology, it's your first and foremost research goal. Everyone else has to focus on getting to Dialectics, an early game tech that increases efficiency of universities by 50%. This is all in stark contrast with the previous two games, where research was more automated and soft-locked behind a few technology gates that were accessible much later (not to mention the original ''Victoria'' allowed to simply trade technologies).
Is there an issue? Send a MessageReason:
None


** Also in ''III'', there is exactly the same path each and every single nation has to take, no matter what: expand your construction sector to at least 30 points, and start building at the same time universities and additional construction buildings. Then, as the construction pool keeps increasing, keep adding additional universities, all in the same state, while increasing construction sector with surplus points. If by 1837 your country doesn't have at least lvl 11 university built[[note]]And if your literacy is anywhere above 15%, then the universities should be expanded even more, still stacked in a single state[[/note]], you completely and utterly harmed your nation's long-term growth - that even if you have to import wood and[=/=]or paper, lacking native production of either. Since universities directly contribute to the speed of research, and technologies can't be traded with other nations nor gained by any other means than researching them on your own[[note]]The spread of technologies already researched by other countries is also based on your innovation, thus making universities a necessity even if you rely on others to do the actual research[[/note]], the later you reach the literacy-based innovation cap of your country, the longer it will take to research new technologies. And if your country is backward enough to lack Academia technology, it's your first and foremost research goal. This is in stark contrast with the previous two games, where research was more automated and soft-locked behind a few technology gates that were accessible much later (not to mention the original ''Victoria'' allowed to simply trade technologies).

to:

** Also in ''III'', there is exactly the same path each and every single nation has to take, no matter what: expand your construction sector to at least 30 points, and start building at the same time universities and additional construction buildings. Then, as the construction pool keeps increasing, keep adding additional universities, all in the same state, while increasing construction sector with surplus points. If by 1837 your country doesn't have at least lvl 11 university built[[note]]And if your literacy is anywhere above 15%, then the universities should be expanded even more, up to lvl 21, still stacked in a single state[[/note]], you completely and utterly harmed your nation's long-term growth - that even if you have to import wood and[=/=]or paper, lacking native production of either. Since universities directly contribute to the speed of research, and technologies can't be traded with other nations nor gained by any other means than researching them on your own[[note]]The spread of technologies already researched by other countries is also based on your innovation, thus making universities a necessity even if you rely on others to do the actual research[[/note]], the later you reach the literacy-based innovation cap of your country, the longer it will take to research new technologies. And if your country is backward enough to lack Academia technology, it's your first and foremost research goal. Everyone else has to focus on getting to Dialectics, an early game tech that increases efficiency of universities by 50%. This is all in stark contrast with the previous two games, where research was more automated and soft-locked behind a few technology gates that were accessible much later (not to mention the original ''Victoria'' allowed to simply trade technologies).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Also in ''III'', there is exactly the same path each and every single nation has to take, no matter what: expand your construction sector to at least 30 points, and start building at the same time universities and additional construction buildings. Then, as the construction pool keeps increasing, keep adding additional universities, all in the same state, while increasing construction sector with surplus points. If by 1837 your country doesn't have at least lvl 11 university built[[note]]And if your literacy is anywhere above 15%, then the universities should be expanded even more, still stacked in a single state[[/note]], you completely and utterly harmed your nation's long-term growth - that even if you have to import wood and[=/=]or paper, lacking native production of either. Since universities directly contribute to the speed of research, and technologies can't be traded with other nations nor gained by any other means than researching them on your own[[note]]The spread of technologies already researched by other countries is also based on your innovation, thus making universities a necessity even if you rely on others to do the actual research[[/note]], the later you reach the literacy-based innovation cap of your country, the longer it will take to research new technologies. And if your country is backward enough to lack Academia technology, it's your first and foremost research goal. This is in stark contrast with the previous two games, where research was more automated and soft-locked behind a few technology gates that were accessible much later (not to mention the original ''Victoria'' allowed to simply trade technologies).
Is there an issue? Send a MessageReason:
None


** Both ''2'' and ''3'' (even if less so) made it clear that politicians will only ever do anything to change the status quo when there is a direct threat to their own rule, looking only for their own office and seat in it. As long as people keep their heads low, the worst kind of abuse can fly. Conversely, this also had the equally accidental message that gradual, "one-step-at-the-time" changes and reforms are never done to truly change anything, but are just temporary concessions to placate the increasingly restless masses - and can be often revoked just as easily.

to:

** Both ''2'' and ''3'' (even if less so) made it clear that politicians will only ever do anything to change the status quo when there is a direct threat to their own rule, looking out only for their own office offices and seat seats in it. As long as people keep their heads low, the worst kind of abuse can fly. Conversely, this also had the equally accidental message that gradual, "one-step-at-the-time" changes and reforms are never done to truly change anything, but are just temporary concessions to placate the increasingly restless masses - and can be often revoked just as easily.

Added: 1023

Removed: 320

Is there an issue? Send a MessageReason:
None


** The series as a whole reinforces that once the rot is too deeply rooted, it is better to have regime change and then try to reform from a fresh start, even if going through a RevolvingDoorRevolution in the process. To make the aesop even more accidental, the very first game treated revolutions as the worst thing that could happen to your country fluff-wise, but gameplay-wise, they were often more desired than anything more gradual or peaceful.
** Both ''2'' and ''3'' (even if less so) made it clear that politicians will only ever do anything to change the status quo when there is a direct threat to their own rule, looking only for their own office and seat in it. As long as people keep their heads low, the worst kind of abuse can fly. Conversely, this also had the equally accidental message that gradual, "one-step-at-the-time" changes and reforms are never done to truly change anything, but are just temporary concessions to placate the increasingly restless masses - and can be often revoked just as easily.



*** Sometimes, if the rot is too deeply rooted, it is better to have regime change and then try to reform from a fresh start.[[note]]This refers to the Ottomans, who have a much better chance of completing the Tanzimat journal entries if there is a revolution and the player switches side to play as the rebels.[[/note]]

Top